Basic setup – see link above.
Square is where (liyhe) as Shadow was assigned.
Between me and the Orange healer our lock had placed their portal.
Circle and X is where our 2 healers stood
Triangle is where our hunters stood.
Moon is our Mage.
Boss is where you would normally place them. and our 2 melee DPS were in melee. XD
What we did is for the 1st crystal, I took the 1st one entirely. I found I was able to stay alive thanks to our healers with calling for AM around 14-15 stacks and eating a cookie and bubble as needed. I popped Dispersion around 19 stacks to ride it out. Then I went back to my square position to wait out the tormented debuff.
Our order for crystals was Me, DK, Mage, Enhancement Shaman, Warlock, Hunter x1. The 2nd hunter was fit in as needed. We found that sticking to our order and using the 2nd hunter as a floater helped out to ease confusion.
After I took the 1st crystal, the DPS went with a 3 person per crystal rotation. With the next person being ready to take the crystal when the other person went. It is important to be close by to take it but not close enough to get the tormented debuff in error. Also we found it is best to always exit in one direction. We chose to leave from the left.
Healers after the 1st crystal were at 90-100+ stacks of the healing buff if i recall. If they cant build that fast, tank was more then likely not going to survive.
Also with the Countdown debuff – if it was a healer picked we made the people move to the healer to allow them to heal still. if it was 2 others, we had them meet in the middle.
Countdown may mess with your rotation on a little, but keep a level head and should be ok. reminder – Tormented is refreshed for both players if spread.
If a healer did get the debuff they needed to communicate to their healer so they could swap if they were on tank duty.
The tank on the 1st crystal will need to stay alive for that crystal solo – so cooldowns and healthstone, pots as needed.
Other then that, the fight is similar to normal. ranged need to get to their spots as best they can to lower the chance of spreading tormented. Heals need to comminicate and we found it best to have one person only to call out the order and the floater as needed. DPS check is quite high, we carely killed him – 2 seconds past enrage, but I know my case I flubbed my rotation – not a shadow priest at heart lol.
That is all from what I recall - not a lot of changes – just need to be more careful to detail and where you move.
I was once a Holy Priest for part of Wrath and at the beginning of Cata, but once again a bubble priest again.
I will admit though, Holy is what I leveled as with my priest and I still get the itch to pick it up back again.
However, what prevents me from doing is too me, Holy seems lacking.
1.) spirit – no spirit gear in firelands. t12 only for holy priests. Spirit is the main way holy priests get man back. Sure there are potions and hymn of hope and shadow fiend, but other then that there is no other way the priest by themselves to regen mana. They do not have rapture, revitalize, judgements etc.
2.) Because of their jack of all trades nature – they take the brunt of the I am not specialized enough tag. Sure they can tank heal in a pinch or raid heal well. They still do not seem to do as well as their more specialized counterparts. They dip into the pool but never fully dive in. When you take a Holy Pally as a tank healer and a resto druid as a raid healer, why would you take a Holy Priest? Why not take a Disco and mitigate some of the dmg instead. Or take a shaman for Bloodlust, Sprit Link totem, and Manatide totem.
3.) No real “oh shit” button. Guardian Spirit is nice, but not when you compare it to Tranq, PW:B, or Spirit Link Totem. Lightwell is a extra healing tool, not a “save” imo.
I think Holy Priests, need something to help with mana, sure then burst HPS high real fast, but then have no gas in the tank left. They need some kind of mechanic like Rapture etc to help them out. To be honest, AA/atonement makes more sense to me to be in the holy tree, while Body and soul and Inspiration should be in the disc tree.
Ok to be fair to our holy brethren – issues with Disc.
1.) We are great at mitigating dmg, but playing catch up REAL fast can be an issue sometimes.
2.) We are mitigators, so why is our mastery not tied to a majority of our heals? Why not have a shield with a cast time that mitigates less then PW:S? Or perhaps every time PoM jumps it adds a shield much like PoH does? Or just change the Disc priest mastery to the Holy pally mastery and give holy pallys something that make sense.
3.) Swap some of the talents between Holy and Disc that make sense. Some of the disc talents make sense in holy and vice versa.
But 1st and foremost – help our Holy brethren and to a lesser extent our resto shaman brothers and sisters. :)
Sorry to our Holy brethren….not too sure about Holy anymore!
Int > Spirit > haste/crit/mastery – for 10′s is what i aim for (but tailor to your own preference, I prefer more haste and mastery. However with the change to crit in 4.2…crit is an interesting change.)
Appears we only have 2 choices here…
First off is our T12 Helm – Cowl of the Cleansing Flame – T12 Helm
Not too bad. int/stam/spirit and a RED sockets and a nice socket bonus. mastery of 229. Not sure I would reforge anything on the helm.
2nd choice is more suited to out DPS friends out there…
Flickering Cowl – Blarg random enchant
Also random enchantment…so looks like hopefully you will be able to get/kill Rag soon for a helm token.
227 int, 341 stam, 144 spirit. 156 mastery
Not too shabby – but will setup back 1250 VP.
Flowform of Rhyolith
227 int, 341 stam, 162 spirit. 133 mastery
drops from Rhyolith :P
The one i think i will want to get
227 int, 341 stam, and a red socket and int socket bonus!
143 haste and 115 mastery—delicious
Drops from the Majordomo
Drops from Baleroc – yellow socket, int socket bonus. 211 crit and 167 mastery…might want to pick it up.
Our only other choice is our T12
Mantle of Cleansing Flame
282 int, 454 stam, 201 spirit. Blue socket, int bonus. Haste of 183.
Appears once again 2 choices:
Robes of Smoldering Devastation – meh once again no spirit…
Hold out for our T12 in my opinion.
Robes of the Cleansing Flame
368 int, 611 stam, 261 spirit. Yellow and Blue sockets, 20 int bonus. Mastery of 243.
Woah choices…not really. 2 choices here. 1 with spirit and one with out.
I would recommend the VP one.
1250 VP – remember these are BoE you might be able to get for a pretty penny.
1st there are the crafted ones – get it if you can, but don’t forget more then likely you will not be able to upgrade the crafted pieces.
Other then that:
2 choices here – neither with spirit….
I like the Majordomos chain of office – from the Majorodomo
Embereye Belt – needs honored with the Avengers of Hyjal
But then again I like haste.
1st choice: tier leggings
Legwraps of the Cleansing Flame
Although, it has crit can reforge it to your liking.
Leggins of Billowing Fire
Which has no spirit and has haste and crit.
Endless Dream Walkers
These are quite nice, but watch out as they probaly will not be upgradable. Also depending on your server expensive. (need to find a crafter on drak with there on horde side…sigh…
Coalwalker Sandals from Shannox – prob want to get these as can upgrade these the BoE appears you cannot.
Exalted with Avengers of Hyjal – not a bad ring. :)
Soothing Brimstone Circle
VP – 1250. Crit…
Crystal Prison band from Shannox
Crit and mastery. No spirit
Fiery Quintessence- Revered with Avengers. Nice amt of spirit if you need…on use is a lot of int.
Eye of Blazing Power – from Alysrazor – interesting, appears has a 45 sec ICD
Jaws of Defeat – from the Majordomo – the on use proc is very interesting.
I would recommend getting all of them and playing around with them in coordination with your trinkets from 4.1.
Smoldering censer of purity – is nice. But unknown where it drops from – comes from any of the bosses as an addition to their loot table. 186 haste and 2334 SP and red socket with int bonus.
Funeral Pyre – from Beth’tilac is not bad. Reforge some of that crit into spirit. 288 crit. 225 mastery. 2334 SP
Shoravon!!!! Drool!!!! – Ragnaros. Red socket bonus. 316 mastery, 218 crit, 2467 SP, reforge that crit!
Kogun!!!! – Ragnaros!! Don’t let those stinky pallys have this (they can haz spellpower axe.) Also don’t let lootwhore Zarm have it either!! 105 haste and 2467 SP.
Chelleys Scalpel – this one may cost a lot. Drops from Trash – 2333 SP. 118 Crit. 113 mastery.
CUP OF ANNGORRR – Shannox – 160 haste. Not bad. Get this one. :) Actually really good….obtain at the cost of your soul.
OMFG WAND CHOICES….
Phoenix Feather Wand- 83 mastery. 700 VP
Stinger of the Flaming Scorpion – no spirit. 90 Crit and 77 mastery. – from the majordomo.
Remember, crafted gear will serve you when you 1st get there, but cannot be upgraded.
Remember to keep your old gear…
•Upgrade Weapons and Relics from the Patch 4.2 Valor Points Vendor to heroic quality.
•Upgrade Weapons and armors from the Firelands raid to heroic quality. Since they aren’t listed in the loot table of any boss I will assume they’re trash loot but I could be wrong.
To buy the upgraded version of an item, you will need the normal version of the item and 1 Crystallized Firestone.
Overall, I cannot wait for firelands!!! But seems like there are fewer choices for cloth healers then the other healers. Some of the pieces chosen you will be in competition with caster DPS. Then again gearing in Cata has been rather restrictive in nature.
Update: Now with Firelands in full swing…the lack of spirit cloth is not as bad for disc as it is for out Holy brothers and sisters. :(
5/12/11 – after about 30 or so attempts and 3 weeks from raiding Horde side, Mr Eye-Nipples is dead!
The trat used is the one, that you can find in many places, with a few tweaks here and there. Also ideas stolen from my alliance raid used liberally as well! (Horde spy!)
Anyways….I assume most people are familar with the fight, just going to highlight a few pointers we did.
Phase 1 – 100% to 25%
This is the meat of the fight and in my opinion, the PITA, portion of the fight.
Conversion is the dealbreaker for this fight. Interrupt this ability ASAP. When it is close to the evil slime phase – make sure you ranged, and if you a have a hunter (traps do not work if they are worshipping) are broken out ASAP, healers are also important as well, especially if you are 2 healing this encounter.
One thing our ranged had to watch out for, is NOT to be in weird locations when Conversion is about to be cast. Be in the back behind the raid, not off to the side etc.
One change we did implement was: having a melee peel off from Cho’gall and help kill the large add. Now why would you want to pull him of cho’gall?
1.) The faster the big add died, the quicker the other tank could get back on Cho’gall, so the 2nd tank could get a breather from the Fury of Cho’gall debuff. Also giving your healers a breather.
2.) Also in case the add tank could not get a Depravity cast, the melee could get it. Pummel ftmfw!
But if your dps is killing the big add fast enough or your tank has a way to get back faster, this may not be needed.
When the slimes do come out AoE the hell out of em.
Also with the recent hot fix:
*The Blood of the Old God aggro radius during the Cho’gall encounter has been dramatically increased.*
Make sure your ranged has some good threat, otherwise the targets the slimes pick originally will cause the slime adds to spread apart as they head toward those targets…causing diminishing damage from your AoE.
5 slimes – easy
10 slimes – bothersome
15 slimes – ARGH! WTF!
20 slimes – pray……you dont want 20 slilmes.
When the third big add is coming out…you will want at this point Cho’gall under 50%. So when the 4 add is out. Your raid should have Cho’gall close to 30% or even lower possible. Remember 25% is the p2 start.
Prior to the 3rd big add dying if you are lucky enough to have Shaman friends, have them place an elemental near the adds, but before they spawn. Also if you have lock friends, have them time their infernal summon, RIGHT as the sllimes form the impact the infernal causes when it lands causes some damage, but more importantly, a stun on all the slimes, buying you some more AoE time on them.
Prior to 25% move Cho’gall to your area of choice: either a wall, but I have also read strats taking him back to the throne (this causes the tentacle adds in p2 to stack up even closer), but not much room to dodge fire on the throne. (we used the wall method)
Try to top people off before the 25% mark, also hopefully noone has any corruption!
To help kill the tentacle adds faster, we went with a system of killing adds from left to right, while still picking a main assist. Make sure to interrupt those casts the tentacles do. Save lust for 17% and lower. Prior to that the damage to the raid should not be too bad providing your raid has low corruption and was topped of prior to 25%.
(This maybe a bit different for other raids, I raid disc, so in P2….bubble spam and heal as needed. The bubbles seem to cut down a lot of the intial damage in p2, also PoM is great in this phase! Time your shadowfiend to come off cooldown in p2, Hymn of Hope when you can, and have some mythical mana pots handy! I saved PW:Barrier to cover me and the ranged and the other healer in between the 10-15% range)
We had a handy DK tank, who when not having cho’gall bonking them, helping DPS the adds and also popped Army.
At about 10% and lower your healers maybe very well out of gas, if they die, brez a DPS if they happened to die.
The Dps will need to be pretty high to not hit a 4th slime phase and burn him in p2. Also hopefully the DPS combined from the 2 tanks will = 1 DPS.
We had quite a bit of time before the slime add even came, also in p2 only 3 people died.
If you are 2 healing, healers will have to be on their game.
I looked after the add tank, druid was on the cho’gall tank. Because the add tank takes no where near the damage the cho’gall tank does, all that really need to be done on them (the add tank) was a PW:S, PoM, and a renew, and the occasional Flash Heal. So I was free to help the druid on the maintank. To also help out with dmg on tanks use liberal usage of Pain Supression! TIme it so it will be back up in p2.
Glad the ogre is dead now…..! Time for some Nefarian time – your next buddy! Then I guess we can say hi to the silly wind elementals. :)
“Am I ready for Heroics?”
Item Level 329 – check, dungeon enterences found – check, Ready to Faceroll – check!
no, no, no, no, no.
You are sorely mistaken my friend if you think you can just wander in like that….
General guidelines for preparing for a heroic!
1.) Make sure you spec is up to date! (no lvling specs please!)
2.) Have a general idea of what to expect in the instance, this will save you and your guildmates or PuGmates a lot of time and headache.
3.) E-R-G. Enchant, reforge, gem as approp!
4.) Remember patience, it will save you in the long run.
5.) If you need to CC, remember to watch it, also do not break it as well. If you need to CC, use it. Mobs have inflated health pools and for the most part are a mixed bag of mob types, with various abilities and mechanics which can faceroll your 5 man group!
6.) If you have a means to heal yourself, try it out and save your healer a GCD.
7.) Don’t stand in bad. bad = death in many heroics now. (Forgemaster’s fire shield in Grim Batol, Corobus’s tunneling ability, standing in harvesting etc.)
1.) Food, Flasks, Potions. These are your friends in your initial trips into the waters known as Heroics. These can help make up the weak spots in your gear and help your healing as well.
2.) Review your spec and know what does what. (Wuuuu I haz lolwell?) Make sure your group understands your abilities and uses them! (DROPPING LIGHTWELL! DPS THAT IS YOUR ONLY HEALING USE IT!!! *cracks whip*) Lifegrip errr Leap of faith – watch out when you use it. Seems like if you are trying to save a tank, and the mob has a cleave…be careful!
3.) Patience…especially if healing a PuG group.
4.) E-R-G! – this maybe especially even more important for a healer – especially when first starting to run Heroics. The extra stats help out a lot!
5.) Break the habit of trying to top people off. The Wrath days are gone! 50-75% for DPS is the new 100%
6.) Don’t stand in bad and don’t try to heal stupid.
But what about stats???
This will vary from player to player but this is what I found out for my priest.
I would say getting around 1800-2000 spirit will help out your regen, where you may not be gasping for mana every pull.
70K+ mana should be ok as well. More the merrier!
Oh yeah having a mostly guild group helps out as well. :)
Why change this? Why change that? WTF were they thinking? Wow are they really thinking this through?
I am sure many people though these same things when going through the latest patch and for the changes to come.
Why change at all?
I can understand Blizzard’s need to shake the nest. Without change things stagnate and die. Like living things, even WoW needs to change as players evolve and change.
With the smaller talent trees, I can see this as a push to make WoW easier for even the most casual player to not spec incorrectly (too much). The larger talent trees had many traps and pitfalls for inexperienced players to fall into. (71/0/0 – DO NOT WANT TO SEE THIS ON ANYONE, or 20/20/31) The smaller trees also focus players into a certain tree before branching out into the other two specs.
Thumbs up Blizzard. (and to the people who think it is dumbing down WoW…and yes I can empathize up to a point…however, the larger tree had a lot of useless stuff that could be consolidated and cleaned up. With the smaller trees you can still the same meat and potatoes we picked when the trees were larger.)
Why change that?
Why change the stats??? I don’t know about you…when I 1st started to play WoW…it was like reading a physics to a certain point.
SP? hit? expertise? haste? wut? cap? hard cap? soft cap? /brain explodes!!!
With simpification of stats…it does make it easier for even the casual to gem, gear, enchant correctly. :) Well hopefully.
With the change to stats though…hopefully we will not see DKs wearing SP plate anymore.
WTF were they thinking?
And I am talking about the change to glyphs. I am sure the scribes using to make money cried out in anguish. However, the new system is better and a lot more flexible. Allowing players to swap glyphs without losing it, is a really good idea. This allows for changing of glyphs that may benefit the raid/player more in a certain situtations.
Wow are they really thinking this through?
With the constant changes to classes….it does make one wonder…HAVE they really thought this out. Look at the changes to Holy Pally in the recent beta build, or changes to lock spells. But once again…things on paper always look good. It is not till it is tested and implemented when one will find out if things work as intended. I have to say for the most part Blizzard has done a good job so far…and Cata has me excited and chomping at the bit.
Worgen warrior!!!! /howls at the moon!
As the title states…damage mitigation and damage dampening vs brute force healing.
Brute Force healers – sorry shamans…you go here, Holy Priests, Holy Paladins
Damage mitigators and damage dampeners - Disc priests, and Resto Druids.
Speaking from a personal preference, I do prefer the path of mitigating and lessening the impact of incoming damage.
As a holy/disc priest: Renew and Power Word: Shield, does do a nice job to help out mitigate damage as it is incoming. lessening the amount of catch up work for spot healing etc.
Case in point: Last Thursday ICC 10 run, Took in as healing 2 restoration shamans, one of them went Enhancement for fights not 3 healed, and me as Holy Paladin. With little to none damage mitigation…the healing felt like a constant rat race to keep raid members alive. Pure unadulterated brute force healing. It’s like taking a sledge-hammer to open a walnut.
Last nights continuation of thursday: 1 resto/enhancement shaman, 1 resto druid, and me once again as the sledge-hammer healer. Went to Prof. Put 1st. 1 shotted. The ability to not have to constantly heal and lessening the damage is noteworthy. Also worth noting is Trees are king/queens of healing on the run, which is important in the final phase of the Prof Put fight. While i was running in position for next heal, I could trust the druid for a o shit heals when needed. And HoTs are HAWT. Yeah I know bad pun. Bite me.
Or when I am on my disc priest. The bubbles go a long way to help the dmg among the raid members. The same could be said for renews on the raid as well, but druids still beat holy priests in the facility. Also with my holy spec I need about 130 more haste. Want to be able to get off 5 renews before CoH cooldown is back up. So will need about 750-800 haste, I am at 680 or so. Tonight going to swap out some more gems…prob going to get some more Reckless Ametrines (+12 SP and +10 haste rating)
Its nice to see in Cata. that resto shamans will get a AoE HoT. But the holy paladin…the sledge hammer healer…lol will appear to be the same for the most part.
I know sacred shield mitigates a small amount of damage but…its still so little.
Also question….I do not quite have this down and I may be doing this wrong. Beacon one of the tanks…right?
Also how much haste? Holy Light is the nuke in the Holy Pallys arsenal but damn it takes a while to cast. Is there a specific rotation? I normally when pull is incoming….FoL, HS, and then Holy Light. I fear is i cast HL tank will be dead on initial pull. ><Especially on that BPC fight.
Don’t get me wrong Holy Pally healing is fun. Just takes some getting used to. Not used to playing the catch up in healing game anymore.
Wanting to buy bubbles on pally….of the priest kind! *sigh*
New Priest Spells
Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the “new” Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing arsenal. If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest’s go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.
Wait we have a spell called heal?…oh yeah I dumped that a long time ago…..sounds like a cop out Blizzard. -100 pts for lack of creativity here.
Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage. The intent of Mind Spike is to fill a niche missing in Shadow DPS, though it may be occasionally useful for healers as well. Mind Spike provides a quick nuke to use in situations where the priest doesn’t have time to set up the normal rotation, such as when adds are dying too fast or you have to swap targets a lot. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. The idea behind the debuff is that when you cast Mind Spike, we expect you to cast a lot of them; we don’t intend you to fit it into an already full Shadow rotation. It also provides Shadow with a spell to cast when locked out of the Shadow school. (School lockouts will no longer affect both schools for multi-school spells.) 1.5-second cast. 30-yard range. No cooldown.
I don’t pew pew…so…moving on.
Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can’t have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.
Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or “Life Grip”) is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can’t seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.
……once again…why…..PvP can see why it maybe useful. PVE…melee takes aggro..they are probably going be dead before you can “yank” them back…even if you did…you may bring a whole bunch of trouble you did not want near you in the 1st place. As far as people who are too slow moving out of a fire….need lrn2move from fire.
- All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).
Ghetto Druid incoming!!!!!!!
- While we want to keep the priest’s role as a well-rounded healer, we also want to make sure the class is a viable tank healer, which is something priests moved away from a little in Wrath of the Lich King. Greater Heal will probably be the tank-healing spell of choice, though we’ve also discussed giving Discipline a second shield so that they have a small shield to cast on lots of different targets, and a big, more expensive shield to cast on a tank or anyone else taking a ton of damage.
More bubbles??? Sure ok!
New Talents and Talent Changes
- We want to improve Discipline’s single-target healing capacity. One key is to make sure shielding isn’t always a more attractive option than healing.
Does not compute…..
- Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.
This will not see the light of day. This will be put down so fast…like Old Yeller with rabies.
- We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.
interesting…doubt it will make it to the light of day as well. Anything fun must be taken out of the game!!
Mastery Passive Talent Tree Bonuses
Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier. WIN!
Radiance: Your direct heals add a small heal-over-time component to the target. – meh
- Spell damage
- Spell Crit
- Shadow Orbs
Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like “Shadow priests” before they obtain Shadowform. Do not care….DPS wut?
Hmmmm. Shadow Rising went into ICC again last night. Downed Rotface, Prof…still refusing to die (again, he is undead, so maybe umm…not sure).
We also tried out the Frost and Blood Wings.
The dreamwalker fight…I am thinking maybe i should be taken out for this fight. I cannot put out the high HPS needed for this fight. Paladins, Duids, Shamans are much better for this it appears. We managed to get it to 70% before the adds overwhelmed and killed us. The issue with me going holy is I am not used to it…should run more 5 mans with it. Funny thing is, Holy is what i started with.
In the videos i have watched they had a holy priest…not sure what I am doing wrong. FH or Binding Heal to get Serendipity up and then Greater Heal and refresh renew.
In the Bloodwing…after a few tries…finally killed the princes. 3 tanks, 3 healers. It was a long fight, but pulled thru, even with one d/c. A lot of the incidental damage that killed us before was avoided for the most part. In the end 2 tanks did go down…that room is large. (Holy might have been better as well, the hits in there are large and even shielding a non tank didnt seem to do much, they popped the shield like it was nothing.)
I was assigned to Ti, who was on the shadow dude. Tel and Hex were on Dozzer (big hits dude) and Soth (fire dude). There were some close calls, but we pulled thru in the end. It felt like i was constantly casting….non stop. except for times when i had to chase a tank down *stares Ti* or run to another one, throw a shield on them and cast a hasted FH.
Onto Bloodqueen…trash was nasty as usual. The Queen herself…lots of dmgs…wasnt expecting it to hit that fast. That raid wide DoT is nasty. 4k every 2 sec. Having a druid here might help out a lot.
I did say healers stay spead out….cause when the fire thing hits…dont want to leave it near the group (when the queen fears people, dont want people running in it). In the center, i think you will want to leave it open for people to get together from that beam attack. I should have elaborated it to stay near the innercircle.
The Queen fight reminds me a lot of the Kirin “burn” method.
Kirin in FFXI is a giant chimera. Only has about 56k HP but has a massive regen buff.
Old method to killing Kirin – 24 poeple needed. 3 parties in the main alliance, and 1 party for adds. And other misc people to SUB in as people die.
When you 1st spawn Kirin – tanks must kite him around the room. Kirin will cast AoE Stonega IV which will one shot people. Also Great Typhoon will cause more dmg the closer you are to him. Also his physical attack hits hard, and hit other physical attack “Deadly Hold” will one shot tanks. DD need to let tank generate hate/threat on him while kiting. (nin/drk or pld/nin are the tanks for choice). The DD trail behind the mob to hit Kirin and build up TP (TP is needed to use weapon skills). The DD then announce and skillchain with another DD to make a skilchain which will cause an elemental effect onto Kirin causing add’l dmgs and also allowing the Black Mages to cast the approp spell to cause even more dmgs. Now when the skill chain happens….the tank need to stay still for a bit…so people need to be fast! He will also pop spawns that need to be killed by the off pty. Also when people die. they need to be res’d and pull away to allow for res sickness to wear. All in all if things go well can take 30 min or so….if not so hot….1 hr fights is not common….I have kited him for 45+ min before…not fun.
18 people. 3 healers, 3 bards, 12 DD (DPS). Bard rotate in the parties to cast buffs, Haste, attack, and accuracy. They will use their 2 hour ability to make them stronger and a 10 min ability to make the buffs last longer. As the bards rotate throuout the parties…every member should have 6 songs. DPS will eat approp food. Kirin is popped. Everyone burns cooldowns, healers will stil cast haste on the DPS as well and heal, DPS will need to sub ninja or samurai for some sort of dmg mitigation. When Kirin uses his i kill you abillity (Astral Flow), the healers have a few seconds to cast the correct elemental resistance spell, if you dont kill him fast enough, after Astral Flow he should be dead. With this method should take no longer then 2 min top (haste from a healer lasts about 2 min 30 seconds).
The Kirin Burn method reminds me of the Bloodqueen fight – its fast and nasty. Do as much DPS as you can before the timer. Although Kirin is a lot nicer…he doesnt seem to use AoE that much, and doesnt have a raid wide DoT.
Onto my next project….DPS i admit…in WoW at least…I dont like it very much…on my ret pally…I know it is not geared yet…but it is ranging from 1300-1800 blah imo. tanking is kinda a pain…not used to it…and all this multimobbing. Mixed group types….ewwww.
I am seriously thinking leveling up one of each healer. Resto shaman and druid, and gearing out the paladin with a holy spec. I kinda get healing…although i feel I can be better. (#7 for Yogg–Saron is not good enough for me :P)
Ok I know crow does not look like Korean BBQ! :P
I admit I was excited when they annouced the changes to priest T10 4 piece bonus. YAY a whole 5% bonus to my favorite spell, Power Word: Shield.
This bonus now increases the effectiveness of the caster’s Power Word: Shield and Renew spells by 5%.”
Now looking back….it really is not all that and a bag of chips.
(Quote is taken from World of Matticus)
Let’s say you have 3000 spellpower, raid-buffed or not. Your glyphed Power Word: Shield will total 8,813 (as of right now). At 3200 spellpower, it’s 9,177.
With this new “buff”, those numbers change to 9,254 and 9,636, respectively. You’re looking at a 441 and 459 jump. Even at 4000 spellpower, you’re only increasing your shield by 532 points of absorption. With how bosses and mobs hit, this is hardly worth even considering.
Meh….very blah…..not really helping all that much. A shield is only good for 1 maybe 2 hits. Adding a minor amount to what it absorbs…is not going to help.
Your Circle of Healing and Penance spells have a 20% chance to cause your next Flash Heal cast within 6 sec to reset the cooldown on your Circle of Healing and Penance spells.
I admit I was also not sold on the above version of T10 as well. But in the long run, it does seem better then the soon to be change. Chains of Penance and CoH seems a lot better then 5% more shield. (although the enhancement to renew does intrigue me…my holy is 3/3 in improved renew and 3/3 empowered renew)
To be honest I am not quite sure what to purchase next with my Emblems of Frost. More then likely a belt for holy. After that time to save up for Saronite for those slippers (crafted).
Protip - dont be like me and stand in a spot where the rest of the raid just left.
Also check out:
Great read on Divne Aegis etc. There is some math-fu contained within, but very easy to follow and comprehend!